Nov 14, 2007, 12:31 PM // 12:31
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#61
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Academy Page
Join Date: Aug 2007
Location: Netherlands
Guild: Steel Phoenix [StP]
Profession: W/
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Yay, awsome update
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Nov 14, 2007, 01:37 PM // 13:37
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#62
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Forge Runner
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Withitn HB context, it's a pretty sad nerf, ok sins will now have to manually use a "mind blast" from their eles to make up for the loss of the damage.
I don't understand why they did ANY of these balances. A profession evolving around solo'ing a person in a few miliseconds (assissnate someone, get it?) is always going to be broken. Full recheck on the utility of sins? Yes please!
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Nov 14, 2007, 01:38 PM // 13:38
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#63
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Jungle Guide
Join Date: Aug 2006
Location: USA
Guild: Lack of Talent [Luck]
Profession: P/
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Quote:
Originally Posted by blood seeker
I think the nerf to EW was unneccesary, it's already so easy to take it down. Instead warmongers weapon needs a nerf, like only give it 50% change to interrupt or something like that?
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Nah it wasnt nearly enough, a balanced EW should look something like
25 cost
120 recharge
30 duration
Lvl 1-6
Half HP as normal Spirits
Added Drawback "Party Members affected by this miss with hammer attacks 75% of the time, necromancer enchantments are unnaffected by this spirit"
Seriously I am so tired of seeing this spirit pop up every match it drives me to pve.
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Nov 14, 2007, 01:41 PM // 13:41
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#64
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ǝuoʞoɯ
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good job. i like it a lot. needs warmonger and deadly arts sins fixed now, though.
__________________
Burning for your life
Some day it will burn out
Ready to sacrifice my life
For the perfect dream
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Nov 14, 2007, 02:35 PM // 14:35
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#65
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Desert Nomad
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the selection of bad-offhand attacks plus little options kills sins the most. The requirement that all or most must follow a lead attack is so shitty. Imo, make some to follow a dual attack instead, like fox fangs or jungle strike or wild strike. This might just save them
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Nov 14, 2007, 02:53 PM // 14:53
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#67
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Forge Runner
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So, LoD is still a 2s cast?
what's going on here?
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Nov 14, 2007, 03:01 PM // 15:01
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#68
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Desert Nomad
Join Date: Sep 2006
Guild: Bubblegum Dragons
Profession: Mo/E
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This skill balance is so awesome. Not only is it fixing some things that badly needed fixing, but now we can also read all the hilarious posts that pvers are making because pets no longer leave corpses.
I don't think they have even noticed the buff to Mhenlo and Barrage yet.
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Nov 14, 2007, 03:14 PM // 15:14
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#69
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Jungle Guide
Join Date: Jan 2007
Profession: R/Mo
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toxic shock sig needs to be nerfed more along with shield of defection, alos necro/rits need to be looked at healing wise necros never meant to be healers a, and b rits where not meant to be prim healers also, they meant for support and damage like paragons, SLW AND
such
Last edited by therangereminem; Nov 14, 2007 at 03:18 PM // 15:18..
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Nov 14, 2007, 03:25 PM // 15:25
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#70
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Forge Runner
Join Date: Jul 2005
Location: Communistwealth of Virginia
Guild: Uninstalled
Profession: W/Mo
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Quote:
Originally Posted by therangereminem
toxic shock sig needs to be nerfed more along with shield of defection, alos necro/rits need to be looked at healing wise necros never meant to be healers a, and b rits where not meant to be prim healers also, they meant for support and damage like paragons, SLW AND
such
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Necromancers DID get fixed. The energy they were getting from spirits is gone. That was the only reason behind N/Rt healers anyway: they were more efficient than primary rits because of near-infinite energy.
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Nov 14, 2007, 03:26 PM // 15:26
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#71
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Forge Runner
Join Date: Jul 2006
Guild: Guildless
Profession: Me/
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Quote:
Originally Posted by therangereminem
toxic shock sig needs to be nerfed more along with shield of defection, alos necro/rits need to be looked at healing wise necros never meant to be healers a, and b rits where not meant to be prim healers also, they meant for support and damage like paragons, SLW AND
such
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I disagree about Toxic Shock, Deadly Paradox and Death Augury need to be nerfed.
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Nov 14, 2007, 03:36 PM // 15:36
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#72
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Desert Nomad
Join Date: Feb 2006
Location: USA: liberating you since 1918.
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Black lotus got fixed?
Soul Reaping got fixed?
MISSION ACCOMPLISHED.
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Nov 14, 2007, 04:32 PM // 16:32
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#73
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Forge Runner
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Quote:
Originally Posted by therangereminem
toxic shock sig needs to be nerfed more along with shield of defection, alos necro/rits need to be looked at healing wise necros never meant to be healers a, and b rits where not meant to be prim healers also, they meant for support and damage like paragons, SLW AND
such
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You're right about Signet of Toxic Shock.
SoD needs a rebuff.
N/Rt was looked at with the Soul Reaping change. Not really a reason to take a N/Rt over a Rt/* now
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Nov 14, 2007, 05:43 PM // 17:43
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#74
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Krytan Explorer
Join Date: Jun 2006
Guild: I've had it with guilds.
Profession: E/Me
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I'd like to see Ritualists fleshed out as more of a primary healing class. I'd like to see them do things that you'd replace a monk for.
Having a character based around Damage+Support is stupid because of the class hybridization inherent in Guild Wars. This isn't WoW, I can pick skills from two classes to fulfill different roles: I don't need a single class that excels at neither role.
I like the direction in which Ritualists are headed; it's been long overdue, but their healing needs to be reworked.
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Nov 14, 2007, 05:51 PM // 17:51
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#75
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Furnace Stoker
Join Date: Jun 2005
Guild: Quite Vulgar [FUN]
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Quote:
Originally Posted by Captain Robo
I'd like to see Ritualists fleshed out as more of a primary healing class. I'd like to see them do things that you'd replace a monk for.
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Rit healers are always crappy. They have no energy management and healing will always be outclassed by prot.
If spawning power would have some affect like divine favor then I'd reconsider them.
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Nov 14, 2007, 06:13 PM // 18:13
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#76
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has 3 pips of HP regen.
Join Date: Aug 2006
Guild: The Objective Is More [Cash]
Profession: W/
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I think it's interesting that Restoration in the hands of a class with a bottomless energy pool was capable of holding a team together, shows the line might have some potential as a primary healer. I don't think they should really be touched at this point though, rits are already doing very well and are in a very good non-degenerate spot, and the only reason it's causing problems at all is because NPCs are retarded.
EDIT -- Oh yeah, the hit to Assassins has actually resulted in some variety in HB too. Well, that and it's shown that Recall remains broken.
Last edited by Riotgear; Nov 14, 2007 at 06:18 PM // 18:18..
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Nov 14, 2007, 06:18 PM // 18:18
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#77
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Desert Nomad
Join Date: Apr 2006
Guild: WTB 20/20 and 20/19 MESMER Staves
Profession: W/
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sins too badly nerfed imo, wont comment on others (no time)
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Nov 14, 2007, 06:47 PM // 18:47
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#78
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Krytan Explorer
Join Date: Dec 2005
Guild: hydrponic agriculture society [Herb]
Profession: Mo/
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Quote:
Originally Posted by Legendary Shiz
Can you not RED ENGINE GORED ENGINE GORED ENGINE GORED ENGINE GOing read? I said it WON'T SEE PLAY IN GVG.
Reading comprehension is key.
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it is. it was 7 am over here.... ^^
btw. we run it last night gvg. u can pretty much shut down a backline easliy with it but since we drop our bsurge for it our backline had alot of preesure also... were going to play around with it some more today.
Quote:
Originally Posted by Shuuda
I disagree about Toxic Shock, Deadly Paradox and Death Augury need to be nerfed.
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qftw.
the problem was always deadly paradox. even with the nerf to 33%. its of of those skills that should NOT exist in the game (same with rao).
i dont care how you look at it\nerf it. an Ias with no draw back just ignore the entire game mechanism. ad a speed buff to it and hey will see people using only that skill. oh wait that what happened to gw.
Quote:
Originally Posted by Riotgear
Am I the only one who's thinking about putting Magebane Shot on a mesmer? Well, if I can find a reason to take HEV off.
I'm amazed to actually be saying this, but this was a good set of changes. There are a few remaining problems, Deadly Paradox is still stupid, Recall still needs some tuning (if they put the enchantment back on the target, then combined with the skill disable, it'll be a much more dangerous skill to use), and I have a bad feeling that Falling Lotus Strike is going to be fuel for SP Assassin 2.0, but it's a good deal easier to stop.
The lack of good party healing options right now is still bad.
Am I the only one that's thinking about putting Magebane Shot on a mesmer?
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with being a troll... you want your mes to frontline?? enough said.
Last edited by kosh; Nov 14, 2007 at 07:05 PM // 19:05..
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Nov 14, 2007, 07:41 PM // 19:41
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#79
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has 3 pips of HP regen.
Join Date: Aug 2006
Guild: The Objective Is More [Cash]
Profession: W/
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Quote:
Originally Posted by kosh
with being a troll... you want your mes to frontline?? enough said.
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I was thinking more along the lines of using it in a PD-type role, but in retrospect, just going /E to fuel the 10e interrupts is probably better.
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Nov 14, 2007, 07:55 PM // 19:55
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#80
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Wilds Pathfinder
Join Date: Oct 2006
Location: USA
Guild: Picnic Pioneers[asian characters]
Profession: E/Mo
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tbh i didnt know there was an update until i clicked on mokone's posts out of boredom.
all i can say:
nice
bls has now made sp/ts inviable. that bar did no good for gw ever.
HB may see variation with their precious trampling beaten up a bit(just a bit)
and hoto might not actually be run by every idiot in ra.
the other nerfs/buffs werent necessarily good, but NONE were bad, at all, imo.
some were just stupid.
@:
Quote:
Originally Posted by Andrew Patrick
Please keep sharing your feedback. I'm sure there are many people with strong opinions, both positive and negative, so please keep the discussion going in a productive direction.
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yes it does. magebane still comes out to elite dshot.
(math:20 second disable/10 r=10second disable/5 sec r)
its power comes from being able to stick it on the same bar.
BA iz gud.
Last edited by jaeharys targaryen; Nov 14, 2007 at 07:59 PM // 19:59..
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